Toto Seri- Dwarven Commando

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Pender Lumkiss
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Toto Seri- Dwarven Commando

Post by Pender Lumkiss »

F and G: [dice:o99x13v9]62444:0[/dice:o99x13v9]
training [dice:o99x13v9]62444:1[/dice:o99x13v9]
Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero's picked up some serious fighting skills. He's got the Martial Artist Edge, or Improved Martial Artist, if he already had Martial Artist.
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Pender Lumkiss
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Re: Toto Seri- Dwarven Commando

Post by Pender Lumkiss »

Dwarve Race
  • D-Bee (Minor): Dwarves tend to most freely associate with their own kind. Their human-like appearance mitigates the most xenophobic initial Reactions, which typically start at Uncooperative, or Unfriendly for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Low Light Vision: Ignore penalties for Dim and Dark Illumination.
  • Near-Human Physiology: Those unfamiliar with dwarven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
  • Physical Strength and Endurance: Dwarves start with a d6 Strength and d6 Vigor, increase Trait maximums accordingly.
  • Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Dwarves suffer −2 on Persuasion checks when dealing with elves.
  • Reduced Pace: Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die by one die type.
  • Squat: Dwarven proportions make most Rifts Earth armor and clothing problematic—these items must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option.
  • Technically Inclined: Dwarves have an innate knack for intuiting engineering, science, and technical concepts and are often attracted to related pursuits and occupations. Begin with d4 Repair and d4 Science.
Commando IF
  • Begin with +1 Spirit and +1 Vigor, adjust Trait maximums accordingly.
  • Begin with Athletics d6, Fighting d4, Shooting d4, and Survival d4.
  • Begin with the Assassin, Brawler, Conditioned, Dodge, Marksman, and Soldier Edges.
  • Who Dares, Wins: Commandos can use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. In addition, they gain a +2 bonus to checks involving parachuting, rappelling, and similar daring maneuvers.
  • Make two fewer rolls on the Hero's Journey tables.
  • Begin with either the Loyal or Quirk Hindrance for no added benefit.
  • Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG-57 Heavy Ion Blaster, plus a Vibro-Bayonet and L-20 Pulse Laser Rifle.
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Re: Toto Seri- Dwarven Commando

Post by Pender Lumkiss »

Player Name: jon
Google Handle: Jonneeper@gmail.com
Mr. Figgy
Rank: Novice Experience: Novice 1Advances Left:
Race: Dwarve
Iconic Framework: Commando
Attributes: Agility d10(2, 1 cyber), Smarts d8(2), Spirit d8(IF, FG), Strength d8(1race, 1), Vigor d8(IF race)
Pace: run; Parry: ; Toughness:
Skills: 15
  • Athletics d6
  • Fighting d10(3)
  • Shooting d8(2)
  • Survival d4
  • Repair d6(1)
  • Science d6(1)
  • Persuasion d4
  • Stealth d10(3)
  • Notice d6(1)
  • Common kn d4
  • Kn Electronics d6(2)
  • Thievery d6(2)


Hindrances

Edges

Cybernetics:
  • Cyber-Wired Reflexes (U): Raise Agility one die step.
  • Integrated Melee weapon: Vibro Claws
Field Team Six Bennies
3/6
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